Infernalist vs Titan POE2 Mapping

Hey Folks! I decided to do something a little bit different… or at least different from what I have done recently. Occasionally I record videos of gameplay to illustrate a point, and this morning I spent time recording myself running a map on my Infernalist Minions character as well as running a map on my Titan Stampede character to contrast the different in how they feel. I’ve effectively completely abandoned the Titan other than occasionally running t10 or so level maps on it to clear some of those out. I should in theory try and figure out how to fix that character and make it more enjoyable. It still largely works, but armor is way less effective of a defensive layer right now as energy shield is.
In the first video I run a T16 map, which is a t15 map that has been buffed in monster level with irradiate up to what folks are calling Tier 16. Similarly a T17 would be a map that both has corruption aka beyond monsters buffing up its monster level as well as being irradiated. The thing is I can happily do those while having a half specced boss atlas also buffing up monster level of those encounters. I’m using a combination of life converted to energy shield, a small amount of armor, and 68% block chance which all together make the character feel relatively tanky. I can clear content so fast at least compared to the Titan, but nowhere near as zoomy as some of the builds like Sorcs and Rangers are able to do.
Then you have my Titan which I was running a T11 map and had to hit my health pot several times during rare encounters to stay topped off. Essentially the playstyle is that I stampeded across the map, trying to explode the majority of the packs and then when I encounter a rare or a boss I pop infernal cry, and then hammer of the gods… and throw up active block while waiting on the hammer to land and effectively delete the target. This is great… unless the mob moves out of the Hammer of the Gods target area or I have to fight two tanky things back to back. At that point I have to rely on Perfect Strike which has a long windup in order to take out the extra monsters. There is a point in the video where I get pushed out of Hammer of the Gods by a Rare so you can see this happen in realtime.
The other big problem with the game right now is how important rarity is as a stat. I currently have 79% magic find on my Infernalist and I did not see a single Divine Orb drop until I had at least 50% and I did not se any Greater Jeweler’s Orbs until I bumped up to 79% getting my first ones while recording the podcast on Saturday. More than that I am seeing way more Exalted Orbs dropping at a given time as well as seeing some of the better options in things like Ritual. I’ve picked up two of the Vaal Omens that sell for roughly a Divine on the currency exchange. It feels really bad that a piece of gear is not good, until it has rarity on it. On the flipside, however you can sell so pretty whack items so long as they have high rarity on them.
The biggest problem that I still have with Path of Exile II however, is the one portal problem. This is not that big of a deal for me personally because I can go an entire day doing back to back maps without taking a death. However there still are the random deaths that come out of nowhere… and it makes it feel even worse when you are not used to barely limping by. My friends who should be joining me in mapping bliss… are having trouble getting started due to repeated deaths and losing maps… and now having a ton of map sustain to keep throwing maps at the problem. Map sustain is definitely an issue, but for me it is mostly lack of getting T15 maps to drop. I never see them unless they come from a rare or a boss, and most rares… don’t seem to drop them. Essentially when I am getting low I do a lap around the map looking for bosses which have a pretty high likelihood to drop two at a time so that I can restock a bit.
I found an Untainted Paradise, which is the only unique map that I have seen so far. I ran it because might as well, but was disappointed at how little experience I actually got from it at 90. Among our friend group I think I am the only one who is actually having fun with this game. Almost everyone else has stalled out significantly and is just not making significant progress. Essentially there is a group of folks who managed to get to maps, and then struggled. There is another group of folks who hit Act II Normal and had trouble pushing through that. Right now the current state of Path of Exile II is not great, and is potentially more difficult to make progress in than the first game was. This gives the game a feeling of potentially being even more elitist than the first game, because it requires a lot of prior understanding and willingness to engage heavily in trade to really make significant progress. Anyways! Are you still playing? How far have you managed to make it? I am curious among my readers who is actually still engaged and having fun, and who has checked out waiting for future patches? Drop me a line below. The post Infernalist vs Titan POE2 Mapping appeared first on Tales of the Aggronaut.

The Necromantle

Good Morning Folks! I’ve reached the point with Path of Exile II where I am alternating largely between two characters. You have my try-hard Titan Stampede Explode character that is progressing my way through maps, and then you have my way more chill Minion Necromancer Witch that I am progressing through Act II. It is amazing how much more chill the campaign feels now that I have gotten used to mapping. I am uncertain if I simply know the content better, that leveling minion is more relaxed, or by playing a lot of higher-level content I’ve reset the anchor for my new normal. Whatever the case I feel like I need multiple characters so that I can shift back and forth between them as my pace needs change. For those looking to play a Minion character, I am mostly following this guide from Maxroll.
Yesterday I decided that since I was seemingly going to run up a second character and take it somewhat seriously, that I might as well buy a few twink items along the way. The first that I picked up is the Necromantle, which is equipable at level 16 and is pretty much just a universally amazing summoner item. The defense for the item is definitely something I will outgrow, but giving my minions some energy shield and the ability to revive 50% faster is freaking amazing. I can legitimately see myself using this all of the way to the end game. I also looked into Dark Defiler, but it is a bit fraught as it drops at several different item levels with higher tiers of Summon Skeletal Warriors on it. Realistically I need to be swapping my sceptre every few levels to keep current pets, so I am probably going to pass on this item. The other item I have contemplated picking up is The Wailing Wall which is just a universally good defensive item. I would have bought it already but I am lacking in Strength, which is going to be an annoying juggling act as I need that to keep upgrading weapons as well.
Over on my Titan main, I have progressed far enough to be doing Tier 3 maps. In all of my maps run I have taken a single death… which made me fully understand how deaths work. They do not bar your progress as they had originally stated, but the node loses any benefits it might have and also eats the tablet that you were using. I still think this 1 portal stuff is bullshit because if I wanted to play in that manner I would be playing hardcore. I am hoping given time they will back away from it and give us back our six portals. We are still very much in a phase where deaths can happen randomly, and it feels annoying to lose XP and resources when you take one. I had spent most of my time clearing to the north but read that there was a quest I needed to start by finding a Fortress. So I found one off in the mists which I marked with a green circle and am beginning to work my way in that direction.
I found a reasonable option for a neck anoint and added it last night. I had to buy some Greed Destilled Emotions from the currency market but picked up three ire through running a delirium map. Essentially I am trying to get my block as high as I possibly can and between this notable and another one that I have already taken I am gaining both life and mana each time I block. This should help sustain quite a bit while mapping. I ended up having to put Lifetap on my Warcry so that it would not eat all of my mana before dropping Hammer of the Gods. I would absolutely go blood magic but I am not sure it is possible for me to stack enough life regeneration for that to be comfortable. Life in general seems like it is a massive problem for everyone, now that it does not exist on the tree.
In other news, we received notice of an upcoming patch that is tweaking a number of things. There are some buffs to Rolling Slam, so I will have to try it again after those go into effect. I am not sure what difference the buff to shield skills are going to do considering I think there are 3 and none of them are really proper attacks. I am holding off on trying to do any more ascendancies until the Trial of Sehkemas changes go in because it should be much easier for me as melee to complete that. The endgame balance and respec costs are both very welcome. All in all it should be a good patch, and given that I am thankfully not playing any of the abilities that were targetted for nerfs, I should not be hit terribly hard by any of it.
Another useful thing that I have found is a replacement for Awakened POE Trade. SnosME is not going to be supporting POE2 since he is not playing it, and does not really have the passion to try and figure out how it works. As there has been a new project that has sprung up called Sidekick which serves to follow in its footsteps and at least in theory appears like it should support both POE1 and POE2 going forward. Better than anything, it uses the same keybinds so your muscle memory should be able to carry along and keep doing the same thing you are used to with Awakened POE Trade. I just started using this and so far it seems to be doing exactly what I would want it to do. This is going to be hugely beneficial in attempting to pricecheck rares and uniques that I might want to sell.
I could grind my way through the early maps, but I am taking the entire process of the Path of Exile II endgame pretty chill. Right now it is all new, and I want to enjoy myself as much as I can. I am much happier with the game than I was, because I have finally reached a point of equilibrium thanks to some of the recent changes surrounding block, and the upcoming changes should only serve to make it easier for me to move forward. I need to spend some time working on my gear, but in order to do that… I need more currency. I greatly miss Delve and the stable source of income it provided in Path of Exile. I need to find my niche, but mapping strategies in general are way less predictable in this game. How are you getting along in Path of Exile II so far? Have you made it through both the normal and cruel campaigns? How are you enjoying the endgame thusfar? Or are you instead still struggling to get through Act II and Act III and the walls that they often present to players? Drop me a line below. The post The Necromantle appeared first on Tales of the Aggronaut.

The Difference A Week Makes

Good Morning Folks! What a difference a week makes. My opinions of Path of Exile II have improved considerably as my build has more or less come online. I largely yolo’d my way into a functional build because I wanted one thing… to be able to run around with a two-hander and a shield. I also really like explosions and fire… so whatever of that I could work into the build was a bonus. On Friday I took the day off to work on some stuff around the house, and when I finished all of that I started plugging away at making progress through Act III, and putting some of the final pieces in place for the build. The hardest part was being able to meet 3 times the strength requirement for a two-hander in order to use the Giant’s Blood notable. Early on I bought a two-hander with reduced attribute requirements that managed to get me over the hump.
It is shocking how much faster the Cruel Acts go after having completed the first three acts on normal mode. There are a bunch of factors here, firstly you know the boss fights and you know how to progress through the quests. Secondly, there is the fact that by the time you reach Cruel difficulty, your build is more or less reaching its final form and it is largely just an optimization game after that point. While i did not set out following a build, I accidentally wound up in a very similar place that Connor Converse/OneManaLeft did with his Titan Ignite build. If you want to follow in my footsteps I would suggest following his guide. A lot of the struggles of the first act were trying out all of the Warrior abilities and figuring out which ones felt pretty decent.
What I have landed upon is using Stampede to charge at a pack and then trigger explosions on it. The more points that I get and the more AOE support that I get, the better this will ultimately work. I need to get through my 3rd ascendancy so I can try out adding Crushing Blows to the mix, which supposedly really helps with the exploding. The only negative of this is that Stampede’s pathing is pretty bad. It often veers off to Albuquerque at the worst possible moments. Unfortunately, I don’t really have a backup plan, because if mobs did not get primed for a heavy stun… then I can’t explode with Boneshatter as a follow-up. I’ve contemplated working Sunder into the build just so I would have something that could deal reasonable clear damage to packs, but then the problem ends up being… what would I even use for support gems since the good stuff is currently buffing Perfect Strike and Hammer of the Gods.
Yesterday afternoon I wrapped up Act IIi on Cruel difficulty and proceeded into mapping and the endgame. There is the same quirk that happens when you progress to maps in POE1, where you have to do your very first map in the endgame hub or the game does not realize you have progressed that far. Unfortunately this time around there is not a specific quest telling you this, and you end up with this weird scenario where you can access the mapping device, but it will not work because it keeps telling you that you have to finish the campaign. Generally speaking, when you drop into mapping, somewhere in the near vicinity should be a hideout that you can conquer. I wish I had taken a screenshot prior to clearing it but these are mapped with the familiar blue and silver Fleur-De-Lis symbol hideouts have in Path of Exile. I got access to my hideout early due to the $100 supporter pack coming with a hideout, but generally speaking, this is going to be what you want to go for first.
Mechanically speaking I was not sure how maps were going to work exactly, but essentially you need Waystones, which for me started dropping toward the end of the campaign. You click on a node on the map and it opens an inventory and you place the tier of waystone that you want to run, which turns that map into that tier. This is honestly a cleaner system than the whole maps dropping at specific levels, but it still means that you are going to need copious amounts of way stones to progress your way through the content. The mapping NPC (not naming names for spoilers) will sell you a limited quantity of waystones similar to how Kirac and earlier Zana did in Path of Exile. I’ve not interacted with the Atlas passives yet, because I believe I have to complete the quest to do 10 T1 maps before I get any points to spend.
This is what my tree currently looks like at level 70. I am slowly making my way toward a cluster that is going to give additional close melee damage and area of effect. I am contemplating taking a bit of a detour at some point and picking up the 3% life node, which has a few 7-strength nodes on the way to it. I will also probably want to pick up the max resistance nodes, but given that I am nowhere close to capped, I figure this is a future-me problem. I’ve been stacking percentage block on the jewels on my tree and have managed to get up to 51% which means if I find a better shield I will be really close to the block cap. I am going to have to spend most of my exalts in an attempt to get better gear and resistance capped, but my long-term project is to find The Surrender which drops from Breach bosses but should make me way more tanky with its life recoup. I might start banking Stone Tower Shields in an effort to chance gamble on trying to hit one.
All in all, though, my opinions of Path of Exile have improved significantly since last week. I still feel like this game is overturned, especially in the early game, and that a lot of those bosses have about a third to a half too many hitpoints for when you encounter them. That said though, once my build started to come together I have been enjoying myself considerably more. I think Warrior probably just has a really weak start, and it takes forever to start to get abilities that I would consider good. You are forced into the Rolling Slam and Boneshatter combo for way too long and it feels bad for killing bosses. I feel like if they swapped Sunder to a second-tier ability instead of a third-tier ability, that would greatly improve the playstyle as Sunder can absolutely carry you even into the endgame. The post The Difference A Week Makes appeared first on Tales of the Aggronaut.

Elemental Hit of the Spectrum Champion

Good Morning Folks! Necropolis is quite possibly the most enjoyable mapping league yet. Affliction offered outrageous juicing options, but what Necropolis offers is flexibility and the ability to easily tailor the content to fit your whims. This is in large part due to the fact that we have three different atlas trees at our disposal, but on top of that, we have the freedom to add a bunch of interesting scarabs that wildly change your map-to-map experience. More important than that, the scarabs have been plentiful allowing me to constantly shift what I want to focus on without needing to buy them from the market. That is not to say that if you want to chain run the same strategy over and over… you will probably need to buy scarabs in bulk like in past leagues, but if you are a bit more open to your mapping options you should be relatively self-sustaining.
For the last several leagues I have built some form of a Righteous Fire character for Delving and getting through the bosses and some form of a Bow-based character for pure mapping fun. Over the years I have played Toxic Rain, Explosive Arrow, Lightning Arrow, and Vaal Lightning Arrow to various degrees of success. Last league I had landed on what I felt was the ultimate version of this in the form of a champion. In this league, I am elevating it a bit further by diving into the new transfigured gem Elemental Hit of the Spectrum. Essentially it deals all three elements worth of damage at the same time and then scales based on the number of unique ailments you have on a target. This means you only have to account for elemental reflect damage which can be taken care of with a Level 5 Awakened Elemental Damage with Attacks Support gem. Here is the POB if you want to follow along as I talk through gearing choices.
What makes this build so potent is that we are living in “interesting times”. Grave crafting has created this weird situation where so many mirror-tier perfect bows have been created, that anything that is slightly imperfect in any way… but still extremely good… is dirt cheap. This is a 1500 DPS bow with an additional arrow, triple tier 1 elemental damage, and attack speed and I gave I believe 9 Divine Orbs for it. I am pretty sure that I paid way more than that for a 1200 DPS bow that I was EXCEPTIONALLY proud of last league. I’ve had this bow for a few weeks now and when I was shopping yesterday for gear after trying to convince Ace that now was the time to give a mapper lighting arrow/elemental hit character a try… they were considerably cheaper. Weird things exist… like quadruple fractured items, which this bow is. I finished off the item by changing the quality to attack speed and corrupting it to 30% with a beast craft.
The other reason why this build is so potent is that I am getting to play around with Headhunter again. When I bought this belt it was I believe 8 Divines, but as of yesterday when I was shopping for a second that price had dropped to around 4 Divines. Note… I thought 50 Divines for a headhunter last league was a “bargain” that I could not pass up. If you have ever wanted to play a bow-build map-blaster that runs around with a stupid amount of headhunter buffs… this is your league. There is basically no reason to NOT run this belt on any build that is clearing rares quickly. Having played with a Mageblood and a Headhunter I have to say that the Headhunter mechanic is significantly more enjoyable. Mageblood is just sort of cheating at flasks, which can allow you to do some dumb things… but isn’t in itself interesting.
Another thing that is just stupidly cheap right now is the Defiance of Destiny amulet. I am legitimately using this just to add some additional layers of survival to my build while at the same time providing a bunch of elemental resistance on a single item. I am using the anoint Disciple of Slaughter so that I do not have to run Frenzy in a Manaforged Arrows setup. If you did want to go into Manaforged Arrows I would probably consider Frenzy of Onslaught which would then allow you to move some points around a bit because I am spending three points to get Graceful Assault instead of running a Silver Flask to guarantee reasonably close to permanent Onslaught. Ultimately these are decisions you reach after having played a build a bunch of times and wanting to tweak it slightly to do something specific.
One of my favorite things that I added to the build the last time I played it, was performing some pathing Jenga in order to use an Unnatural Instinct over by Avatar of the Hunt. I got the jewel that I am using as a drop, but generally speaking these are not terribly expensive and you gain a ton of value from that one socket. I mean sure I wish that Unnatural Instinct also gave you the notables, but I can live without Avatar of the Hunt. This is a late-game pathing thing, and while leveling I absolutely path into that notable and take it… then modify my pathing later to add in the jewel.
Another piece of tech that I am playing around with is the new Perandus Pact jewel that comes from Grave Crafting. Essentially you collect all of the corpses of the Perandus family and then can influence which jewel stat roll you get based on the other corpses you add with it. At the moment the Evasion version of this jewel is dirt cheap and adds 7% Evasion for every passive allocated in the large radius of where you place it. For me it is hitting 32 different nodes and giving me a grand total of +224% Increased Evasion… which essentially is giving me “Grace” without needing to sort out the reservation of that aura. There are a bunch of other viable options and if you didn’t care about the survival you could stack a specific elemental damage instead. I’m using the Fire Damage version on my Righteous Fire Chieftain to give me around +120% Increased Fire Damage.
The last thing that I added most recently, was to pick up another Jewel socket and put a Watcher’s Eye in it. In truth the only thing I really cared about here was trying to get permanent phasing while running haste. Cannot Be Blinded While Affected by Precision is solid and basically is a net win, but the reduced physical reflection from Determination is largely useless. Essentially I was looking for two things here… more life, more mana, and permanent haste giving me more ease of movement in mapping. I am not going to lie this is good enough that I have contemplated trying to figure out a way to mix in haste and a watcher’s eye into my RF Chieftain because it would be SUPER handy for Delving.
The character feels so good for mapping purposes and I cannot remember the last time I died. Not dying is a big thing for me, but your comfort levels might be completely different. If you wanted to play a less defensive version of this build that has significantly higher damage output, then I would look at the various folks running this Deadeye. They specifically favor the critical variant of the build whereas I am running Precise Technique and do not care about crit. It would be easy enough to transition over with a few gear swaps though if I were so inclined. My kink though is never the damage output I am doing, and more so that I am nigh immortal. So long as I can rip through maps comfortably I am happy with my damage output. Anyways! I had not talked about this build that I have been running on the side and figured today I would do a deep dive and share some footage. I hope you all are doing well out there, and that you have a great and safe weekend. We have more danger weather rolling in, so I will likely be watching the skies. The post Elemental Hit of the Spectrum Champion appeared first on Tales of the Aggronaut.